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Mutators

PostPosted: 11 Sep 2011, 11:19
by riidom
While playing rounds with different mutators, I felt that a few changes could make the one or another more enjoyable. Just wanna put my ideas here for discussion/completion.

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Vampire
No auto-regeneration for vampires, imo. Differs the gameplay a bit more from vanilla gameplay, as there is no more hide-and-recover possible.
(Weird idea: let a vampire suffer from damage after x seconds of dealing no damage. Limit the max health to 100 as well. ==> Could this get so balanced that it is possible to have vampires and humans playing mixed in same match?)
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Resize
It is a bit anti-intuitive, that a wounded player is slower than a fresh one. Usually you wanna escape and urgently need speed when you are wounded. Getting slower is kind of a double-punishment.
So, my alternative idea: Make players faster with lower health, but scale down the damage they deal.
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Expert
Kick damage and grenade damage should be off here, I think. It has nothing to do with aiming at the head, and this is what the gamemode is about (at least how I understand it).

Re: Mutators

PostPosted: 11 Sep 2011, 13:32
by inpersona64
riidom {l Wrote}:Expert
Kick damage and grenade damage should be off here, I think. It has nothing to do with aiming at the head, and this is what the gamemode is about (at least how I understand it).

Perhaps this could be implemented. Anything to make Expert mutator more popular, because I never really see it used in gametypes...

Re: Mutators

PostPosted: 11 Sep 2011, 15:50
by fawstoar
inpersona64 {l Wrote}:
riidom {l Wrote}:Expert
Kick damage and grenade damage should be off here, I think. It has nothing to do with aiming at the head, and this is what the gamemode is about (at least how I understand it).

Perhaps this could be implemented. Anything to make Expert mutator more popular, because I never really see it used in gametypes...


Expert never gets played because no one really comes to Red Eclipse for a headshot-only game mode. Let's face it, the headshots you usually get are either lucky or easy because your target isn't moving. Kick should definitely get turned off though, because at present it's a nearly surefire way to hit someone.

Re: Mutators

PostPosted: 11 Sep 2011, 16:35
by Phy83r0pt1k
I play expert, especially expert-insta and expert-pistols

Re: Mutators

PostPosted: 11 Sep 2011, 17:49
by orbitaldecay
fawstoar {l Wrote}:
inpersona64 {l Wrote}:
riidom {l Wrote}:Expert
Kick damage and grenade damage should be off here, I think. It has nothing to do with aiming at the head, and this is what the gamemode is about (at least how I understand it).

Perhaps this could be implemented. Anything to make Expert mutator more popular, because I never really see it used in gametypes...


Expert never gets played because no one really comes to Red Eclipse for a headshot-only game mode. Let's face it, the headshots you usually get are either lucky or easy because your target isn't moving. Kick should definitely get turned off though, because at present it's a nearly surefire way to hit someone.


I agree that Expert is underplayed. Expert insta does seem viable though, perhaps it would be more popular if the rifle had a faster projectile speed. As it is right now, the projectile is a little too slow to really master head-shotting.

Re: Mutators

PostPosted: 11 Sep 2011, 21:12
by inpersona64
Phy83r0pt1k {l Wrote}:I play expert, especially expert-insta and expert-pistols

Maybe we should get on at the same time, because the players im usually in servers with never choose any mutator with Expert..I usually get Insta DM or DTF or CTF. Hell, Survivor is just as rare as Expert and i love Survivor. :(

Re: Mutators

PostPosted: 11 Sep 2011, 21:34
by ZeroKnight
riidom {l Wrote}:Vampire
No auto-regeneration for vampires, imo.

I like this idea. You get health by dealing damage, so it would just make sense. And a health cap would be nice too, things get ridiculous in current vampire. Maybe 150 - 200. Leaning more toward 150.

riidom {l Wrote}:vampires and humans playing mixed in same match?

Now there's a cool idea. Ideas could be to play it like "Infected" from Halo 3, or just have the red and blue team, (or even different colors...black for the vamps?) with one team being vampires, and the other team humans. Vampires had no health regen, but could get up to 200 max HP by dealing damage, and humans had some other characteristic for balance (can't think of any ATM). Then it could be a last team standing game mode, and then every round, teams switch. (ie Humans to vamps, vice versa)

As far as Expert goes, I've never been in an Expert game due to how underplayed it is, so I don't have an opinion. I also don't care much for Resize, either.

Re: Mutators

PostPosted: 12 Sep 2011, 17:56
by Ulukai
I like the idea of ZeroKnight to make an infected-like mode, but Vampire should stay as well... :) Regenerating may be unnecessary indeed, given the concept.

Re: Mutators

PostPosted: 12 Sep 2011, 18:03
by ZeroKnight
Sorry, I wasn't specific ;P I didn't intend to replace vampire, but have it as another mutator, like you said.

Re: Mutators

PostPosted: 08 Feb 2012, 17:06
by riidom
Bumped this one up, for adding comments/thoughts/suggestions to random mutator combos.

There is a little problem with duel-team - if a player is several times successfull, its like a punishment for the rest of the team, since they have to wait until he/she dies.

I have two suggestions here:
a) the whole team spawns, but each has one life.. died, and out, last team standing wins (or would this be like team-survivor? In that case, skip it)
b) force the rotation, even the winning player has to make space for next teammate in next round

Re: Mutators

PostPosted: 08 Feb 2012, 18:51
by inpersona64
I think the idea behind duel is that if you win, you keep on playing, until you die. But no i see what you mean. I could imagine a clanwar between two great clans and the one clan's clan leader doesn't die so that clan's teammates has to watch one person play for 10 or so minutes. that does kind of suck. I propose this: I think for just Duel-Team, if you do win, perhaps just switch to the next player even if someone does win. This way, everyone on the Team gets to play. But for FFA rules, just keep the Duel the same (Winner keeps on playing). So I +1 your "b." suggestion.

Re: Mutators

PostPosted: 09 Feb 2012, 04:49
by qreeves
There's an inverse problem to (b), the same two people will always verse each other then. I did have it this way until that bug was uncovered, and by that point I forgot why I made it kick the winner out of the queue. Now I remember, d'oh :P